Yeah it does I get this a LOT more if I do the DP motion Towards the char that’s jumping in to cross up on me and do Triple Kick. you land other side of screen.
sorry, I saw something (not so) stupid on a youtube comment and I wanted to get it cleared up…
Someone said that playable seth doesn’t have the same tools and HP as boss seth… now, I know his hp and stun are different, but it’s still the same moveset right?
Kind of; frame data, damage, stun and properties of moves are different, but he has the same animations.
Ah, I see… thanks!
Apologies if this is an strange question (or old news), but I’ve been trying to learn some basic Seth bnbs and one of them is giving me an odd issue: I do LP, LP, MP XX Lightning legs, yet sometimes, say 10 percent of the time, instead of legs a Tanden Engine comes out. I’ve checked the inputs, and they are along the lines of three or four jabs, one strong, qcb, and one forward. Even if the strong comes out, and thus no punch specials should preceed that point, sometimes I still get a tanden engine. Has anyone else encountered this, is there a simple timing remedy? Also I made a video [media=youtube]GuqID2hbMek[/media]
It’s negative edge. When you release a button you can activate a special. Hold down the mp button in the combo.
It’s negative edge. When you release a button you can activate a special. Hold down the mp button in the combo.
Ah, thank you!
I have a question about a certain technique that I see some Seth players use. After a knockdown from fullscreen (like Ultra 1), I see some Seth players throw a sonic boom and then teleport immediately behind them and continue their rush. Thinking that I understood this, I tried it out for myself, but no matter what I do, it doesn’t seem to work. Does anyone have any advice for this?
Without using bar, you must do the Sonic boom as soon as you can after the Ultra1 animation. If you delay for very long, you have to use bar or they will come out of block stun while you’re still in teleport recovery.
If you srk you entered teleport motion too early (or didn’t hit all 3 punches at the same time), if you end up infront of them you did it too late. The sweet spot is just when the boom is fully within your opponents super gauge - just watch this and enter teleport at that exact moment and with a bit of practice you’ll get it every time.
You have to throw the boom as soon as possible and then teleport as soon as possible. When you attempt this hold down the punch buttons so that in case you do it too early you don’t get a DP from negative edge. Note that you can’t negative edge teleports.
Edit: Apparently you can teleport too early still? Whatever, if I don’t know what side I’m going to land on how will he know?
Didn’t know where to post this, but would like to say GGs to HawkinsT. Played you like 20 minutes ago in endless, good seth. Would you like to play some more? Needing better people on my friends list seeing as I have like no good people. Also, I was the pink ibuki if you recall.
Hey, gg’s! Sorry it was a little laggy, living with my parents atm while I move house so internet isn’t great (as it won’t be for next few weeks), but meh, still playable. Just sent you a friend request so if you ever want to play again just invite me.
Thanks to jalapNo, HawkinsT, and Kikuichimonji for helping me with the previous question I had. I’ll definitely try this out next time I play (I actually don’t have an xbox lol). I had another question regarding Seth’s dive kick. When I watch other people play with Seth, they seem to throw this dive kick out a lot. I’m not sure what purpose it serves and I wasn’t able to figure out what situations it was good for. Why (or why not) should I use this and when?
The use for the dive kick is that it hits overhead (your oponent has to block high) and makes your jump shorter.
So for example, let’s say you do a blockstring: cr.lk>cr.lp>cr.lp>cr.lp, from here you can do a Dive kick to get closer and maybe trick your oponent into not blocking and then you get a free combo.
After you do get your oponent blocking stuff, you get all sorts of other mix-ups, for example, NOT doing the dive kick might setup for a cross-up with j.HK, and if they don’t react to it, once again, free combo. Dive kick also has some other uses like let’s say, if you’re feeling feisty, you can try doing in the corner: cr.HP >lp (the oponent will reset) then dive kick very low to the ground. Once again, if it hits, free combo.
However, try to not abuse or get predictable with it, as it is punishable, and, unfortunately, a lot slower in SSF4 than it used to be in SF4.
…and after a 30 round set, more gg’s to Jordunable. Nice ibuki and viper =).
Damnit man why do i keep missing you online, i want to have some fights with you again even though i hate mirrors =P
I use Dive Kick for these reasons/situations:
- Meaty on someone’s wake-up (Similar to a Safe-jump) - Because no move hits on the first frame, giving you the opportunity to put them in block stun advantage or hit them meaty/stuff their execution allowing you to combo. ~ Varying the timing will also play great in your mix-up (Whiff divekick to SPD, watch this video if you want to see how abusive it can be vs. people: [media=youtube]wjo_u2HggW8[/media] )
Tip: Dhalsim’s wake-up gets SHUT DOWN by Meaty-dive kick, Jump-in Roundhouse, and Meaty Engine (This I do not recommend so much anymore because you can simply jump out on wake-up, making him able to Shangrila you if you fuck up your timing).
- Dive kick to manipulate trajectory - As been stated before, this is great to avoid fireballs, avoid DP’s (Due to long start-up and angle, you can space it well enough that this does happen).
P.S. This song has got my soul intertwined. [media=youtube]nYvts-r1TVI[/media]
P.P.S. I was SERIOUS noobler, as you can tell because I don’t hit a single BnB. The only thing going for me back then was because I knew my characters limitations/gimmicks/options that others would not know about.
I’m a casual Seth user. (I use him for fun mostly and TRY to make him one of my characters but then realize i have 750 health and get sad. )
Anyway, what Ultra do you guys prefer?
I feel U2 is a bad ultra for a few reasons:
-The Range on it as an anti air is much less
-It does close to or the same damage as U1
-If it IS comboed into Seth cannot obtain pressure AFTER due to his recovery time. He can or position better after his U1 connects.
Why I feel U1 is better:
-It REALLY limits an opponents options and is an excellent defensive ultra (no-Jumps, Headbutts, Blanka Balls, Projectiles, Adon Wall Dives, Dash punches from Rog, nothing!)
-Shoves them back full screen almost to reset for defensive maneuvers.
-You can also combo into it. (Dmg scaling is horrid tho)
I have not played a match up yet in which I did not prefer U1…
Also, the thought of Seth FADcing to Ultra is bleh IMO.
Like you can do U2 after chun kicks in the corner but doing MK dive kicks to another mix up seems much more viable even if you are a more aggressive Seth player… Because EVEN if you are an agressive Seth there are times in a match regardless when you play defensively.